Won’t there be a simple object mode in 2.8 ? Not every system will be able to handle real time shading.The viewport in Cycles engine seems to be always rendering real time and it makes modeling frustrating.

Render engines are going to be set per render-layer in 2.8+, not per scene like right now. You’ll be able to display one render-layer in the viewport, while rendering another on F12. Their data can easily be linked.

By default Blender 2.80 ships with two render layers as of now, “RenderLayer” for regular rendering and “Viewport” for (guess what) viewport display. Their collections are linked, so adding/removing an object from one render-layer will add/remove it from the other two.
The drawing options for the viewport that used to be spread out everywhere in the UI will mostly become render-layer and render-engine options in the future.

I’m not sure how exactly you’ll switch between e.g. solid and wireframe display in future, but I guess it’s going to be a per render-layer option by using passes. That way you’d be able to customize your own display modes (e.g. solid with wireframes and with grease pencil, but without lamps and manipulators, …).
Switching to render preview would happen by changing the render-layer the viewport displays.

i tried a 2.8 test build and there the draw modes are at the top in the renderer menu. won’t it be possible to have different modes in different views anymore? like clay in one 3d-view and eevee in another?

Looks very promising! Thx for an amazing work! Tried one of the snapshots some week ago and everything seemed to work fine even on my prehistoric hardware (i5-2500, 8GB RAM, GTX 560) … which brings up a question – does anybody know whether my graphics card is going to be supported also in the final release 2.8? Some time ago on the dev blog I read that support of 5xx cards (and older) would be dropped after 2.79. Does anyone know?

Without the views like,
Rendering – material – texture – wireframe – solid, really will be inconvenient, unless the materials between eevee, blender render and cycles are compatible and the visualization modes are them, so would model in eevee or blender render and visualize in cycles the result, But it will be laborious, I hope they will maintain the preview modes and further refine the cycles for faster and cleaner rendering.
I still congratulate the entire blender team for making software so complete and enjoyable to work with.

This is super cool. To me this already looks a lot more promising than what most of the commercial programs showed!

What the viewport update really does need direly is a viewport dedicated to retopology that actually makes the mesh draw properly in front of the underlying geometry. Like Topogun does it for example, or any of the others like Modo and ZBrush.
With topology being worked on only after the highRes models are created this is a crucial part of today’s workflow. Not only for game assets. I’d really love to see this being implemented early on. And I could imagine others feel the same way (chime in please, if you do).